Keystone Utilities — 10 Systems: State Machine, Event Bus, Save System & More
By ccodeccraft
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $14.99. The latest store price is $29.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $29.99 | Latest store price | |
| $29.99 | Unity First Price 2026-10-12 2026-10-12 | |
| $14.99 | Unity New Release Discount 2026-10-12 2026-10-26 | |
| $14.99 | Unity New Release Discount 2026-10-12 2026-10-26 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Keystone Utilities — 10 Systems: State Machine, Event Bus, Save System & More
- Tools, Systems & Learning > Game Templates & Systems
Keystone Utilities is a toolkit of ten independent, production-ready systems covering the gameplay-programming groundwork almost every Unity project needs:
Event Bus — Systems communicate through typed events, not direct references — priority ordering, filters, one-shot subscriptions, deferred dispatch, interceptors, and event history for debugging.
Command Pattern — Execute/Undo/Redo, built in from the start — composite macros, sequential queues, cooldowns, and middleware, the backbone of RTS controls, editors, and replay systems.
State Machine — Pause without losing gameplay state — push a state on top, pop it to resume exactly where you left off, with guarded transitions and automatic input/music context switching.
Object Pooling — Prewarmed, reusable instances — no runtime Instantiate/Destroy, hard caps, auto-expand, auto-return, zero allocation in your hot path.
Coroutine Timer — Delay, repeat, and countdown timers that run from any plain C# class — no MonoBehaviour required.
Audio Manager — Centralized playback for every sound in the game — pooled SFX, cross-fading music, auto-persisted per-channel volume/mute, 3D and following sounds.
Input Manager — Named actions with contexts — live rebinding, mobile virtual axes, swipe detection, and a swappable backend for testing or new input systems.
Save System — Multi-slot saves, production-ready from the start — version migration, autosave, a save-select-ready manifest API, JSON or lightweight-obfuscated binary.
Singleton — The MonoBehaviour singleton base class — done once, correctly, with quit-safety and duplicate protection.
Metadata Loader — One API for loading JSON, CSV, and XML from Resources, StreamingAssets, or disk — including the Android-safe async path everyone forgets.
Take only what you need. Most systems have zero dependency on anything else in the package — drop any one into a project alone. Exact per-system details are in the manual.
Every public method is covered in the included manual. Every system gets its own interactive demo scene — real buttons, live stats panels, no console-log spelunking required — plus a companion *_Examples.cs file behind it demonstrating every feature in code. A combined "Arena Survival" scene shows all ten systems working together in one small playable 3-wave combat loop.
Each system is a complete, production-ready tool on its own — not a stripped-down piece that only makes sense bundled with the rest. Use several together, though, and nothing feels bolted on: same Event Bus, same test suite, same conventions throughout, built and tested as one set rather than glued together after the fact. Whether you're prototyping a game jam entry or laying the foundation for a full production, the plumbing here is already done — alone or combined.
What's included
Full C# source for all 10 systems (Assets/GameKit/Scripts), compiled into its own assembly
A Hub scene plus an interactive demo scene per system, and a combined "Arena Survival" scene (Assets/GameKit/Demo)
A full example script per system demonstrating every feature
README.md quick-start guide, MANUAL.md full reference, and CHANGELOG.md version history